670 lines
37 KiB
C#
670 lines
37 KiB
C#
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#if UNITY_EDITOR
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine.SceneManagement;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Experimental.Rendering;
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using System.Linq;
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using UnityEngine.Profiling;
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using System;
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namespace UnityEngine.Experimental.Rendering
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{
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using Brick = ProbeBrickIndex.Brick;
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class ProbePlacement
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{
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const int k_MaxDistanceFieldTextureSize = 128;
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const int k_MaxSubdivisionInSubCell = 4;
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// The UAV binding index 4 isn't in use when we bake the probes and doesn't crash unity.
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const int k_RandomWriteBindingIndex = 4;
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[GenerateHLSL(needAccessors = false)]
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struct GPUProbeVolumeOBB
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{
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public Vector3 corner;
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public Vector3 X;
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public Vector3 Y;
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public Vector3 Z;
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public int minControllerSubdivLevel;
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public int maxControllerSubdivLevel;
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public int maxSubdivLevelInsideVolume;
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public float geometryDistanceOffset;
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}
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public class GPUSubdivisionContext : IDisposable
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{
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public int maxSubdivisionLevel;
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public int maxBrickCountPerAxis;
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public int maxSubdivisionLevelInSubCell;
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public int maxBrickCountPerAxisInSubCell;
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public RenderTexture sceneSDF;
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public RenderTexture sceneSDF2;
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public RenderTexture dummyRenderTarget;
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public ComputeBuffer probeVolumesBuffer;
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public ComputeBuffer[] bricksBuffers;
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public ComputeBuffer[] readbackCountBuffers;
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public Vector3[] brickPositions;
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public GPUSubdivisionContext(int probeVolumeCount, int maxSubdivisionLevelFromAsset)
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{
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// Find the maximum subdivision level we can have in this cell (avoid extra work if not needed)
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this.maxSubdivisionLevel = maxSubdivisionLevelFromAsset - 1; // remove 1 because the last subdiv level is the cell size
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maxBrickCountPerAxis = (int)Mathf.Pow(3, maxSubdivisionLevel); // cells are always cube
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// jump flooding algorithm works best with POT textures
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int sceneSDFSize = Mathf.NextPowerOfTwo(maxBrickCountPerAxis);
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// Limit the max resolution of the texture to avoid out of memory, for bigger cells, we split them into sub-cells for distance field computation.
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sceneSDFSize = Mathf.Clamp(sceneSDFSize, 64, k_MaxDistanceFieldTextureSize);
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RenderTextureDescriptor distanceFieldTextureDescriptor = new RenderTextureDescriptor
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{
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height = sceneSDFSize,
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width = sceneSDFSize,
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volumeDepth = sceneSDFSize,
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enableRandomWrite = true,
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dimension = TextureDimension.Tex3D,
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graphicsFormat = Experimental.Rendering.GraphicsFormat.R16G16B16A16_SFloat, // we need 16 bit precision for the distance field
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msaaSamples = 1,
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};
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sceneSDF = RenderTexture.GetTemporary(distanceFieldTextureDescriptor);
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sceneSDF.name = "Scene SDF";
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sceneSDF.Create();
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sceneSDF2 = RenderTexture.GetTemporary(distanceFieldTextureDescriptor);
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// We need mipmaps for the second map to store the probe volume min and max subdivision
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sceneSDF2.useMipMap = true;
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sceneSDF2.autoGenerateMips = false;
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sceneSDF2.name = "Scene SDF Double Buffer";
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sceneSDF2.Create();
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// Dummy render texture to bind during the voxelization of meshes
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dummyRenderTarget = RenderTexture.GetTemporary(sceneSDFSize, sceneSDFSize, 0, GraphicsFormat.R8_SNorm);
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int stride = System.Runtime.InteropServices.Marshal.SizeOf(typeof(GPUProbeVolumeOBB));
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probeVolumesBuffer = new ComputeBuffer(probeVolumeCount, stride, ComputeBufferType.Structured);
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// Allocate one readback and bricks buffer per subdivision level
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maxSubdivisionLevelInSubCell = Mathf.Min(maxSubdivisionLevel, k_MaxSubdivisionInSubCell);
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maxBrickCountPerAxisInSubCell = (int)Mathf.Pow(3, maxSubdivisionLevelInSubCell);
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bricksBuffers = new ComputeBuffer[maxSubdivisionLevelInSubCell + 1];
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readbackCountBuffers = new ComputeBuffer[maxSubdivisionLevelInSubCell + 1];
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for (int i = 0; i <= maxSubdivisionLevelInSubCell; i++)
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{
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int brickCountPerAxis = (int)Mathf.Pow(3, maxSubdivisionLevelInSubCell - i);
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bricksBuffers[i] = new ComputeBuffer(brickCountPerAxis * brickCountPerAxis * brickCountPerAxis, sizeof(float) * 3, ComputeBufferType.Append);
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readbackCountBuffers[i] = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw);
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}
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brickPositions = new Vector3[maxBrickCountPerAxisInSubCell * maxBrickCountPerAxisInSubCell * maxBrickCountPerAxisInSubCell];
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}
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public void Dispose()
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{
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RenderTexture.ReleaseTemporary(sceneSDF);
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RenderTexture.ReleaseTemporary(sceneSDF2);
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RenderTexture.ReleaseTemporary(dummyRenderTarget);
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probeVolumesBuffer.Release();
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for (int i = 0; i <= maxSubdivisionLevelInSubCell; i++)
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{
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bricksBuffers[i].Release();
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readbackCountBuffers[i].Release();
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}
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}
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}
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static readonly int _BricksToClear = Shader.PropertyToID("_BricksToClear");
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static readonly int _Output = Shader.PropertyToID("_Output");
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static readonly int _OutputSize = Shader.PropertyToID("_OutputSize");
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static readonly int _VolumeWorldOffset = Shader.PropertyToID("_VolumeWorldOffset");
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static readonly int _VolumeSize = Shader.PropertyToID("_VolumeSize");
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static readonly int _AxisSwizzle = Shader.PropertyToID("_AxisSwizzle");
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static readonly int _Size = Shader.PropertyToID("_Size");
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static readonly int _Input = Shader.PropertyToID("_Input");
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static readonly int _Offset = Shader.PropertyToID("_Offset");
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static readonly int _ProbeVolumes = Shader.PropertyToID("_ProbeVolumes");
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static readonly int _ProbeVolumeCount = Shader.PropertyToID("_ProbeVolumeCount");
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static readonly int _MaxBrickSize = Shader.PropertyToID("_MaxBrickSize");
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static readonly int _VolumeOffsetInBricks = Shader.PropertyToID("_VolumeOffsetInBricks");
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static readonly int _Bricks = Shader.PropertyToID("_Bricks");
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static readonly int _SubdivisionLevel = Shader.PropertyToID("_SubdivisionLevel");
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static readonly int _MaxSubdivisionLevel = Shader.PropertyToID("_MaxSubdivisionLevel");
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static readonly int _VolumeSizeInBricks = Shader.PropertyToID("_VolumeSizeInBricks");
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static readonly int _SDFSize = Shader.PropertyToID("_SDFSize");
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static readonly int _ProbeVolumeData = Shader.PropertyToID("_ProbeVolumeData");
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static readonly int _BrickSize = Shader.PropertyToID("_BrickSize");
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static readonly int _ClearValue = Shader.PropertyToID("_ClearValue");
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static int s_ClearBufferKernel;
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static int s_ClearKernel;
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static int s_JumpFloodingKernel;
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static int s_FillUVKernel;
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static int s_FinalPassKernel;
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static int s_VoxelizeProbeVolumesKernel;
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static int s_SubdivideKernel;
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static ComputeShader _subdivideSceneCS;
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static ComputeShader subdivideSceneCS
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{
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get
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{
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if (_subdivideSceneCS == null)
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{
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_subdivideSceneCS = AssetDatabase.LoadAssetAtPath<ComputeShader>("Packages/com.unity.render-pipelines.core/Editor/Lighting/ProbeVolume/ProbeVolumeSubdivide.compute");
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s_ClearBufferKernel = subdivideSceneCS.FindKernel("ClearBuffer");
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s_ClearKernel = subdivideSceneCS.FindKernel("Clear");
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s_JumpFloodingKernel = subdivideSceneCS.FindKernel("JumpFlooding");
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s_FillUVKernel = subdivideSceneCS.FindKernel("FillUVMap");
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s_FinalPassKernel = subdivideSceneCS.FindKernel("FinalPass");
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s_VoxelizeProbeVolumesKernel = subdivideSceneCS.FindKernel("VoxelizeProbeVolumeData");
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s_SubdivideKernel = subdivideSceneCS.FindKernel("Subdivide");
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}
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return _subdivideSceneCS;
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}
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}
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static Material _voxelizeMaterial;
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static Material voxelizeMaterial
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{
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get
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{
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if (_voxelizeMaterial == null)
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_voxelizeMaterial = new Material(Shader.Find("Hidden/ProbeVolume/VoxelizeScene"));
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return _voxelizeMaterial;
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}
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}
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static public ProbeReferenceVolume.Volume ToVolume(Bounds bounds)
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{
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ProbeReferenceVolume.Volume v = new ProbeReferenceVolume.Volume();
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v.corner = bounds.center - bounds.size * 0.5f;
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v.X = new Vector3(bounds.size.x, 0, 0);
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v.Y = new Vector3(0, bounds.size.y, 0);
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v.Z = new Vector3(0, 0, bounds.size.z);
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return v;
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}
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public static GPUSubdivisionContext AllocateGPUResources(int probeVolumeCount, int maxSubdivisionLevel) => new GPUSubdivisionContext(probeVolumeCount, maxSubdivisionLevel);
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static IEnumerable<(ProbeReferenceVolume.Volume volume, Vector3 parentPosition)> SubdivideVolumeIntoSubVolume(GPUSubdivisionContext ctx, ProbeReferenceVolume.Volume volume)
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{
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volume.CalculateCenterAndSize(out var center, out var size);
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float maxBrickInSubCell = Mathf.Pow(3, k_MaxSubdivisionInSubCell);
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float subdivisionCount = ctx.maxBrickCountPerAxis / (float)ctx.maxBrickCountPerAxisInSubCell;
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var subVolumeSize = size / subdivisionCount;
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for (int x = 0; x < (int)subdivisionCount; x++)
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{
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for (int y = 0; y < (int)subdivisionCount; y++)
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for (int z = 0; z < (int)subdivisionCount; z++)
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{
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var subVolume = new ProbeReferenceVolume.Volume()
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{
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corner = volume.corner + new Vector3(x * subVolumeSize.x, y * subVolumeSize.y, z * subVolumeSize.z),
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X = volume.X / subdivisionCount,
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Y = volume.Y / subdivisionCount,
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Z = volume.Z / subdivisionCount,
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maxSubdivisionMultiplier = volume.maxSubdivisionMultiplier,
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minSubdivisionMultiplier = volume.minSubdivisionMultiplier,
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};
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var parentCellPosition = new Vector3(x, y, z);
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yield return (subVolume, parentCellPosition);
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}
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}
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}
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public static List<Brick> SubdivideCell(ProbeReferenceVolume.Volume cellVolume, ProbeSubdivisionContext subdivisionCtx, GPUSubdivisionContext ctx, List<(Renderer component, ProbeReferenceVolume.Volume volume)> renderers, List<(ProbeVolume component, ProbeReferenceVolume.Volume volume)> probeVolumes)
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{
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List<Brick> finalBricks = new List<Brick>();
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HashSet<Brick> brickSet = new HashSet<Brick>();
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cellVolume.CalculateCenterAndSize(out var center, out var _);
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var cellAABB = cellVolume.CalculateAABB();
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Profiler.BeginSample($"Subdivide Cell {center}");
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{
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// If the cell is too big so we split it into smaller cells and bake each one separately
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if (ctx.maxBrickCountPerAxis > k_MaxDistanceFieldTextureSize)
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{
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foreach (var subVolume in SubdivideVolumeIntoSubVolume(ctx, cellVolume))
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{
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// redo the renderers and probe volume culling to avoid unnecessary work
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// Calculate overlaping probe volumes to avoid unnecessary work
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var overlappingProbeVolumes = new List<(ProbeVolume component, ProbeReferenceVolume.Volume volume)>();
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foreach (var probeVolume in probeVolumes)
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{
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if (ProbeVolumePositioning.OBBIntersect(probeVolume.volume, subVolume.volume))
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overlappingProbeVolumes.Add(probeVolume);
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}
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// Calculate valid renderers to avoid unnecessary work (a renderer needs to overlap a probe volume and match the layer)
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var overlappingRenderers = new List<(Renderer component, ProbeReferenceVolume.Volume volume)>();
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foreach (var renderer in renderers)
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{
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foreach (var probeVolume in overlappingProbeVolumes)
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{
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if (ProbeVolumePositioning.OBBIntersect(renderer.volume, probeVolume.volume)
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&& ProbeVolumePositioning.OBBIntersect(renderer.volume, subVolume.volume))
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overlappingRenderers.Add(renderer);
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}
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}
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// Calculate overlapping terrains to avoid unnecessary work
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var overlappingTerrains = new List<(Terrain terrain, ProbeReferenceVolume.Volume volume)>();
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foreach (var terrain in subdivisionCtx.terrains)
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{
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foreach (var probeVolume in overlappingProbeVolumes)
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{
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if (ProbeVolumePositioning.OBBIntersect(terrain.volume, probeVolume.volume)
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&& ProbeVolumePositioning.OBBIntersect(terrain.volume, subVolume.volume))
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overlappingTerrains.Add(terrain);
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}
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}
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if (overlappingRenderers.Count == 0 && overlappingProbeVolumes.Count == 0 && overlappingTerrains.Count == 0)
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continue;
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int brickCount = brickSet.Count;
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SubdivideSubCell(subVolume.volume, subdivisionCtx, ctx, overlappingRenderers, overlappingProbeVolumes, overlappingTerrains, brickSet);
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// In case there is at least one brick in the sub-cell, we need to spawn the parent brick.
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if (brickCount != brickSet.Count)
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{
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float minBrickSize = subdivisionCtx.profile.minBrickSize;
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Vector3 cellID = (cellAABB.center - cellAABB.extents) / minBrickSize;
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float parentSubdivLevel = 3.0f;
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for (int i = k_MaxSubdivisionInSubCell; i < ctx.maxSubdivisionLevel; i++)
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{
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Vector3 subCellPos = (subVolume.parentPosition / parentSubdivLevel);
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// Add the sub-cell offset:
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int brickSize = (int)Mathf.Pow(3, i + 1);
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Vector3Int subCellPosInt = new Vector3Int(Mathf.FloorToInt(subCellPos.x), Mathf.FloorToInt(subCellPos.y), Mathf.FloorToInt(subCellPos.z)) * brickSize;
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Vector3Int parentSubCellPos = new Vector3Int(Mathf.RoundToInt(cellID.x), Mathf.RoundToInt(cellID.y), Mathf.RoundToInt(cellID.z)) + subCellPosInt;
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if (IsParentBrickInProbeVolume(parentSubCellPos, minBrickSize, brickSize))
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{
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// Find the corner in bricks of the parent volume:
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brickSet.Add(new Brick(parentSubCellPos, i + 1));
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parentSubdivLevel *= 3.0f;
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}
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}
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}
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}
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}
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else
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{
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SubdivideSubCell(cellVolume, subdivisionCtx, ctx, renderers, probeVolumes, subdivisionCtx.terrains, brickSet);
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}
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bool IsParentBrickInProbeVolume(Vector3Int parentSubCellPos, float minBrickSize, int brickSize)
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{
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Vector3 center = (Vector3)parentSubCellPos * minBrickSize + Vector3.one * brickSize * minBrickSize / 2.0f;
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Bounds parentAABB = new Bounds(center, Vector3.one * brickSize * minBrickSize);
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bool generateParentBrick = false;
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foreach (var probeVolume in probeVolumes)
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{
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var pvAABB = probeVolume.volume.CalculateAABB();
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if (pvAABB.Contains(parentAABB.min) && pvAABB.Contains(parentAABB.max))
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generateParentBrick = true;
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}
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return generateParentBrick;
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}
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finalBricks = brickSet.ToList();
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// TODO: this is really slow :/
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Profiler.BeginSample($"Sort {finalBricks.Count} bricks");
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// sort from larger to smaller bricks
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finalBricks.Sort((Brick lhs, Brick rhs) =>
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{
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if (lhs.subdivisionLevel != rhs.subdivisionLevel)
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return lhs.subdivisionLevel > rhs.subdivisionLevel ? -1 : 1;
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if (lhs.position.z != rhs.position.z)
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return lhs.position.z < rhs.position.z ? -1 : 1;
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if (lhs.position.y != rhs.position.y)
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return lhs.position.y < rhs.position.y ? -1 : 1;
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if (lhs.position.x != rhs.position.x)
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return lhs.position.x < rhs.position.x ? -1 : 1;
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return 0;
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});
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Profiler.EndSample();
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}
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Profiler.EndSample();
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return finalBricks;
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}
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static void SubdivideSubCell(ProbeReferenceVolume.Volume cellVolume, ProbeSubdivisionContext subdivisionCtx,
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GPUSubdivisionContext ctx, List<(Renderer component, ProbeReferenceVolume.Volume volume)> renderers,
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List<(ProbeVolume component, ProbeReferenceVolume.Volume volume)> probeVolumes,
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List<(Terrain terrain, ProbeReferenceVolume.Volume volume)> terrains, HashSet<Brick> brickSet)
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{
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var cellAABB = cellVolume.CalculateAABB();
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float minBrickSize = subdivisionCtx.profile.minBrickSize;
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cellVolume.CalculateCenterAndSize(out var center, out var _);
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var cmd = CommandBufferPool.Get($"Subdivide (Sub)Cell {center}");
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if (RastersizeGeometry(cmd, cellVolume, ctx, renderers, terrains))
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{
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// Only generate the distance field if there was an object rasterized
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GenerateDistanceField(cmd, ctx.sceneSDF, ctx.sceneSDF2);
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}
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else
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{
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// When the is no geometry, instead of computing the distance field, we clear it with a big value.
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using (new ProfilingScope(cmd, new ProfilingSampler("Clear")))
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{
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cmd.SetComputeTextureParam(subdivideSceneCS, s_ClearKernel, _Output, ctx.sceneSDF);
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cmd.SetComputeVectorParam(subdivideSceneCS, _Size, new Vector3(ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth));
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cmd.SetComputeFloatParam(subdivideSceneCS, _ClearValue, 1000);
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DispatchCompute(cmd, s_ClearKernel, ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Now that the distance field is generated, we can store the probe subdivision data inside sceneSDF2
|
||
|
var probeSubdivisionData = ctx.sceneSDF2;
|
||
|
VoxelizeProbeVolumeData(cmd, cellAABB, probeVolumes, ctx);
|
||
|
|
||
|
// Find the maximum subdivision level we can have in this cell (avoid extra work if not needed)
|
||
|
int startSubdivisionLevel = Mathf.Max(0, ctx.maxSubdivisionLevelInSubCell - GetMaxSubdivision(ctx, probeVolumes.Max(p => p.component.GetMaxSubdivMultiplier())));
|
||
|
for (int subdivisionLevel = startSubdivisionLevel; subdivisionLevel <= ctx.maxSubdivisionLevelInSubCell; subdivisionLevel++)
|
||
|
{
|
||
|
// Add the bricks from the probe volume min subdivision level:
|
||
|
int brickCountPerAxis = (int)Mathf.Pow(3, ctx.maxSubdivisionLevelInSubCell - subdivisionLevel);
|
||
|
var bricksBuffer = ctx.bricksBuffers[subdivisionLevel];
|
||
|
var brickCountReadbackBuffer = ctx.readbackCountBuffers[subdivisionLevel];
|
||
|
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("Clear Bricks Buffer")))
|
||
|
{
|
||
|
cmd.SetComputeBufferParam(subdivideSceneCS, s_ClearBufferKernel, _BricksToClear, bricksBuffer);
|
||
|
DispatchCompute(cmd, s_ClearBufferKernel, brickCountPerAxis * brickCountPerAxis * brickCountPerAxis, 1);
|
||
|
cmd.SetBufferCounterValue(bricksBuffer, 0);
|
||
|
}
|
||
|
|
||
|
// Generate the list of bricks on the GPU
|
||
|
SubdivideFromDistanceField(cmd, cellAABB, ctx, probeSubdivisionData, bricksBuffer, brickCountPerAxis, subdivisionLevel, minBrickSize);
|
||
|
|
||
|
cmd.CopyCounterValue(bricksBuffer, brickCountReadbackBuffer, 0);
|
||
|
// Capture locally the subdivision level to use it inside the lambda
|
||
|
int localSubdivLevel = subdivisionLevel;
|
||
|
cmd.RequestAsyncReadback(brickCountReadbackBuffer, sizeof(int), 0, (data) => {
|
||
|
int readbackBrickCount = data.GetData<int>()[0];
|
||
|
|
||
|
if (readbackBrickCount > 0)
|
||
|
{
|
||
|
bricksBuffer.GetData(ctx.brickPositions, 0, 0, readbackBrickCount);
|
||
|
for (int i = 0; i < readbackBrickCount; i++)
|
||
|
{
|
||
|
var pos = ctx.brickPositions[i];
|
||
|
var brick = new Brick(new Vector3Int(Mathf.RoundToInt(pos.x), Mathf.RoundToInt(pos.y), Mathf.RoundToInt(pos.z)), localSubdivLevel);
|
||
|
brickSet.Add(brick);
|
||
|
}
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
|
||
|
cmd.WaitAllAsyncReadbackRequests();
|
||
|
Graphics.ExecuteCommandBuffer(cmd);
|
||
|
cmd.Clear();
|
||
|
CommandBufferPool.Release(cmd);
|
||
|
}
|
||
|
|
||
|
static bool RastersizeGeometry(CommandBuffer cmd, ProbeReferenceVolume.Volume cellVolume, GPUSubdivisionContext ctx,
|
||
|
List<(Renderer component, ProbeReferenceVolume.Volume volume)> renderers,
|
||
|
List<(Terrain terrain, ProbeReferenceVolume.Volume volume)> terrains)
|
||
|
{
|
||
|
var topMatrix = GetCameraMatrixForAngle(Quaternion.Euler(90, 0, 0));
|
||
|
var rightMatrix = GetCameraMatrixForAngle(Quaternion.Euler(0, 90, 0));
|
||
|
var forwardMatrix = GetCameraMatrixForAngle(Quaternion.Euler(0, 0, 90));
|
||
|
var props = new MaterialPropertyBlock();
|
||
|
bool hasGeometry = renderers.Count > 0 || terrains.Count > 0;
|
||
|
var cellAABB = cellVolume.CalculateAABB();
|
||
|
|
||
|
// Setup voxelize material properties
|
||
|
voxelizeMaterial.SetVector(_OutputSize, new Vector3(ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth));
|
||
|
voxelizeMaterial.SetVector(_VolumeWorldOffset, cellAABB.center - cellAABB.extents);
|
||
|
voxelizeMaterial.SetVector(_VolumeSize, cellAABB.size);
|
||
|
|
||
|
if (hasGeometry)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("Clear")))
|
||
|
{
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_ClearKernel, _Output, ctx.sceneSDF);
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _Size, new Vector3(ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth));
|
||
|
cmd.SetComputeFloatParam(subdivideSceneCS, _ClearValue, 0);
|
||
|
DispatchCompute(cmd, s_ClearKernel, ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
cmd.SetRandomWriteTarget(k_RandomWriteBindingIndex, ctx.sceneSDF);
|
||
|
|
||
|
// We need to bind at least something for rendering
|
||
|
cmd.SetRenderTarget(ctx.dummyRenderTarget);
|
||
|
cmd.SetViewport(new Rect(0, 0, ctx.dummyRenderTarget.width, ctx.dummyRenderTarget.height));
|
||
|
|
||
|
if (renderers.Count > 0)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("Rasterize Meshes 3D")))
|
||
|
{
|
||
|
foreach (var kp in renderers)
|
||
|
{
|
||
|
// Only mesh renderers are supported for this voxelization pass.
|
||
|
var renderer = kp.component as MeshRenderer;
|
||
|
|
||
|
if (renderer == null)
|
||
|
continue;
|
||
|
|
||
|
if (cellAABB.Intersects(renderer.bounds))
|
||
|
{
|
||
|
if (renderer.TryGetComponent<MeshFilter>(out var meshFilter) && meshFilter.sharedMesh != null)
|
||
|
{
|
||
|
for (int submesh = 0; submesh < meshFilter.sharedMesh.subMeshCount; submesh++)
|
||
|
{
|
||
|
props.SetInt(_AxisSwizzle, 0);
|
||
|
cmd.DrawMesh(meshFilter.sharedMesh, renderer.transform.localToWorldMatrix, voxelizeMaterial, submesh, shaderPass: 0, props);
|
||
|
props.SetInt(_AxisSwizzle, 1);
|
||
|
cmd.DrawMesh(meshFilter.sharedMesh, renderer.transform.localToWorldMatrix, voxelizeMaterial, submesh, shaderPass: 0, props);
|
||
|
props.SetInt(_AxisSwizzle, 2);
|
||
|
cmd.DrawMesh(meshFilter.sharedMesh, renderer.transform.localToWorldMatrix, voxelizeMaterial, submesh, shaderPass: 0, props);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (terrains.Count > 0)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("Rasterize Terrains")))
|
||
|
{
|
||
|
foreach (var kp in terrains)
|
||
|
{
|
||
|
var terrainData = kp.terrain.terrainData;
|
||
|
// Terrains can't be rotated or scaled
|
||
|
var transform = Matrix4x4.Translate(kp.terrain.GetPosition());
|
||
|
|
||
|
props.SetTexture("_TerrainHeightmapTexture", terrainData.heightmapTexture);
|
||
|
props.SetTexture("_TerrainHolesTexture", terrainData.holesTexture);
|
||
|
props.SetVector("_TerrainSize", terrainData.size);
|
||
|
props.SetFloat("_TerrainHeightmapResolution", terrainData.heightmapResolution);
|
||
|
|
||
|
int terrainTileCount = terrainData.heightmapResolution * terrainData.heightmapResolution;
|
||
|
props.SetInt(_AxisSwizzle, 0);
|
||
|
cmd.DrawProcedural(transform, voxelizeMaterial, shaderPass: 1, MeshTopology.Quads, 4 * terrainTileCount, 1, props);
|
||
|
props.SetInt(_AxisSwizzle, 1);
|
||
|
cmd.DrawProcedural(transform, voxelizeMaterial, shaderPass: 1, MeshTopology.Quads, 4 * terrainTileCount, 1, props);
|
||
|
props.SetInt(_AxisSwizzle, 2);
|
||
|
cmd.DrawProcedural(transform, voxelizeMaterial, shaderPass: 1, MeshTopology.Quads, 4 * terrainTileCount, 1, props);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Matrix4x4 GetCameraMatrixForAngle(Quaternion rotation)
|
||
|
{
|
||
|
cellVolume.CalculateCenterAndSize(out var center, out var size);
|
||
|
Vector3 cameraSize = new Vector3(ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth) / 2.0f;
|
||
|
cameraSize = size / 2;
|
||
|
var worldToCamera = Matrix4x4.TRS(Vector3.zero, rotation, Vector3.one);
|
||
|
var projection = Matrix4x4.Ortho(-cameraSize.x, cameraSize.x, -cameraSize.y, cameraSize.y, 0, cameraSize.z * 2);
|
||
|
return Matrix4x4.Rotate(Quaternion.Euler((Time.realtimeSinceStartup * 10f) % 360, 0, 0));
|
||
|
}
|
||
|
|
||
|
cmd.ClearRandomWriteTargets();
|
||
|
|
||
|
return hasGeometry;
|
||
|
}
|
||
|
|
||
|
static void DispatchCompute(CommandBuffer cmd, int kernel, int width, int height, int depth = 1)
|
||
|
{
|
||
|
// If any issue occur on mac / intel GPU devices regarding the probe subdivision, it's likely to be
|
||
|
// the GetKernelThreadGroupSizes returning wrong values.
|
||
|
subdivideSceneCS.GetKernelThreadGroupSizes(kernel, out uint x, out uint y, out uint z);
|
||
|
cmd.DispatchCompute(
|
||
|
subdivideSceneCS,
|
||
|
kernel,
|
||
|
Mathf.Max(1, Mathf.CeilToInt(width / (float)x)),
|
||
|
Mathf.Max(1, Mathf.CeilToInt(height / (float)y)),
|
||
|
Mathf.Max(1, Mathf.CeilToInt(depth / (float)z)));
|
||
|
}
|
||
|
|
||
|
static void CopyTexture(CommandBuffer cmd, RenderTexture source, RenderTexture destination)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("Copy")))
|
||
|
{
|
||
|
for (int i = 0; i < source.volumeDepth; i++)
|
||
|
cmd.CopyTexture(source, i, 0, destination, i, 0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void GenerateDistanceField(CommandBuffer cmd, RenderTexture sceneSDF1, RenderTexture sceneSDF2)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("GenerateDistanceField")))
|
||
|
{
|
||
|
// Generate distance field with JFA
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _Size, new Vector4(sceneSDF1.width, 1.0f / sceneSDF1.width));
|
||
|
|
||
|
// We need those copies because there is a compute barrier bug only happening on low-resolution textures
|
||
|
CopyTexture(cmd, sceneSDF1, sceneSDF2);
|
||
|
|
||
|
// Jump flooding implementation based on https://www.comp.nus.edu.sg/~tants/jfa.html
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("JumpFlooding")))
|
||
|
{
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_FillUVKernel, _Input, sceneSDF2);
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_FillUVKernel, _Output, sceneSDF1);
|
||
|
DispatchCompute(cmd, s_FillUVKernel, sceneSDF1.width, sceneSDF1.height, sceneSDF1.volumeDepth);
|
||
|
|
||
|
int maxLevels = (int)Mathf.Log(sceneSDF1.width, 2);
|
||
|
for (int i = 0; i <= maxLevels; i++)
|
||
|
{
|
||
|
float offset = 1 << (maxLevels - i);
|
||
|
cmd.SetComputeFloatParam(subdivideSceneCS, _Offset, offset);
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_JumpFloodingKernel, _Input, sceneSDF1);
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_JumpFloodingKernel, _Output, sceneSDF2);
|
||
|
DispatchCompute(cmd, s_JumpFloodingKernel, sceneSDF1.width, sceneSDF1.height, sceneSDF1.volumeDepth);
|
||
|
|
||
|
CopyTexture(cmd, sceneSDF2, sceneSDF1);
|
||
|
}
|
||
|
}
|
||
|
CopyTexture(cmd, sceneSDF2, sceneSDF1);
|
||
|
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_FinalPassKernel, _Input, sceneSDF2);
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_FinalPassKernel, _Output, sceneSDF1);
|
||
|
DispatchCompute(cmd, s_FinalPassKernel, sceneSDF1.width, sceneSDF1.height, sceneSDF1.volumeDepth);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static int GetMaxSubdivision(GPUSubdivisionContext ctx, float multiplier)
|
||
|
=> Mathf.CeilToInt(ctx.maxSubdivisionLevelInSubCell * multiplier);
|
||
|
|
||
|
static void VoxelizeProbeVolumeData(CommandBuffer cmd, Bounds cellAABB,
|
||
|
List<(ProbeVolume component, ProbeReferenceVolume.Volume volume)> probeVolumes,
|
||
|
GPUSubdivisionContext ctx)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler("Voxelize Probe Volume Data")))
|
||
|
{
|
||
|
List<GPUProbeVolumeOBB> gpuProbeVolumes = new List<GPUProbeVolumeOBB>();
|
||
|
|
||
|
// Prepare list of GPU probe volumes
|
||
|
foreach (var kp in probeVolumes)
|
||
|
{
|
||
|
int minSubdiv = GetMaxSubdivision(ctx, kp.component.GetMinSubdivMultiplier());
|
||
|
int maxSubdiv = GetMaxSubdivision(ctx, kp.component.GetMaxSubdivMultiplier());
|
||
|
|
||
|
// Constrain the probe volume AABB inside the cell
|
||
|
var pvAABB = kp.volume.CalculateAABB();
|
||
|
pvAABB.min = Vector3.Max(pvAABB.min, cellAABB.min);
|
||
|
pvAABB.max = Vector3.Min(pvAABB.max, cellAABB.max);
|
||
|
|
||
|
// Compute the max size of a brick that can fit in the smallest dimension of a probe volume
|
||
|
float minSizedDim = Mathf.Min(pvAABB.size.x, Mathf.Min(pvAABB.size.y, pvAABB.size.z));
|
||
|
float minSideInBricks = Mathf.CeilToInt(minSizedDim / ProbeReferenceVolume.instance.MinBrickSize());
|
||
|
int absoluteMaxSubdiv = ProbeReferenceVolume.instance.GetMaxSubdivision() - 1;
|
||
|
minSideInBricks = Mathf.Max(minSideInBricks, Mathf.Pow(3, absoluteMaxSubdiv - maxSubdiv));
|
||
|
int subdivLevel = Mathf.FloorToInt(Mathf.Log(minSideInBricks, 3));
|
||
|
gpuProbeVolumes.Add(new GPUProbeVolumeOBB
|
||
|
{
|
||
|
corner = kp.volume.corner,
|
||
|
X = kp.volume.X,
|
||
|
Y = kp.volume.Y,
|
||
|
Z = kp.volume.Z,
|
||
|
minControllerSubdivLevel = minSubdiv,
|
||
|
maxControllerSubdivLevel = maxSubdiv,
|
||
|
maxSubdivLevelInsideVolume = subdivLevel,
|
||
|
geometryDistanceOffset = kp.component.geometryDistanceOffset,
|
||
|
});
|
||
|
}
|
||
|
|
||
|
cmd.SetBufferData(ctx.probeVolumesBuffer, gpuProbeVolumes);
|
||
|
cmd.SetComputeBufferParam(subdivideSceneCS, s_VoxelizeProbeVolumesKernel, _ProbeVolumes, ctx.probeVolumesBuffer);
|
||
|
cmd.SetComputeFloatParam(subdivideSceneCS, _ProbeVolumeCount, probeVolumes.Count);
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _VolumeWorldOffset, cellAABB.center - cellAABB.extents);
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _MaxBrickSize, Vector3.one * ctx.maxBrickCountPerAxisInSubCell);
|
||
|
|
||
|
int subdivisionLevelCount = (int)Mathf.Log(ctx.maxBrickCountPerAxisInSubCell, 3);
|
||
|
for (int i = 0; i <= subdivisionLevelCount; i++)
|
||
|
{
|
||
|
int brickCountPerAxis = (int)Mathf.Pow(3, ctx.maxSubdivisionLevelInSubCell - i);
|
||
|
cmd.SetComputeFloatParam(subdivideSceneCS, _BrickSize, cellAABB.size.x / brickCountPerAxis);
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_VoxelizeProbeVolumesKernel, _Output, ctx.sceneSDF2, i);
|
||
|
DispatchCompute(cmd, s_VoxelizeProbeVolumesKernel, brickCountPerAxis, brickCountPerAxis, brickCountPerAxis);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
static void SubdivideFromDistanceField(
|
||
|
CommandBuffer cmd, Bounds volume, GPUSubdivisionContext ctx, RenderTexture probeVolumeData,
|
||
|
ComputeBuffer buffer, int brickCount, int subdivisionLevel, float minBrickSize)
|
||
|
{
|
||
|
using (new ProfilingScope(cmd, new ProfilingSampler($"Subdivide Bricks at level {Mathf.Log(brickCount, 3)}")))
|
||
|
{
|
||
|
// We convert the world space volume position (of a corner) in bricks.
|
||
|
// This is necessary to have correct brick position (the position calculated in the compute shader needs to be in number of bricks from the reference volume (origin)).
|
||
|
Vector3 volumeBrickPosition = (volume.center - volume.extents) / minBrickSize;
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _VolumeOffsetInBricks, volumeBrickPosition);
|
||
|
cmd.SetComputeBufferParam(subdivideSceneCS, s_SubdivideKernel, _Bricks, buffer);
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _MaxBrickSize, Vector3.one * brickCount);
|
||
|
cmd.SetComputeFloatParam(subdivideSceneCS, _SubdivisionLevel, subdivisionLevel);
|
||
|
cmd.SetComputeFloatParam(subdivideSceneCS, _MaxSubdivisionLevel, ctx.maxSubdivisionLevelInSubCell);
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _VolumeSizeInBricks, Vector3.one * ctx.maxBrickCountPerAxisInSubCell);
|
||
|
cmd.SetComputeVectorParam(subdivideSceneCS, _SDFSize, new Vector3(ctx.sceneSDF.width, ctx.sceneSDF.height, ctx.sceneSDF.volumeDepth));
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_SubdivideKernel, _Input, ctx.sceneSDF);
|
||
|
cmd.SetComputeTextureParam(subdivideSceneCS, s_SubdivideKernel, _ProbeVolumeData, probeVolumeData);
|
||
|
DispatchCompute(cmd, s_SubdivideKernel, brickCount, brickCount, brickCount);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|